﻿//////////////////////////////////////////////////////////////////
//
// Interfaces\IHeartbeat.cs
//
// Copyright (c) 2012 Dan Pike.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation files
// (the "Software"), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Interfaces
{
   public enum HeartbeatStatus
   {
      None,
      Active,
      Stale,
      Inactive
   }

   public interface IHeartbeat : IMessage
   {
      /// <summary>
      /// A human-readable version of senderId
      /// </summary>
      string DisplayName { get; set; }

      /// <summary>
      /// Summary status for the object
      /// </summary>
      HeartbeatStatus Status { get; set; }

      /// <summary>
      /// Text message associated with the status
      /// </summary>
      string StatusText { get; set; }

      /// <summary>
      /// The name of the planet that we are watching or running
      /// </summary>
      string Planet { get; set; }

      /// <summary>
      /// True if we are a client (watcher), else a server (runner)
      /// </summary>
      bool IsClient { get; set; }
   }
}
